City ordinances

Know the law.

Breaking rules earns warnings, kicks, or bans. Ignorance is not an excuse.

3 minNLR
10 minRaid limit
20 minRe-raid cooldown
3Fading doors max
8Gang size cap
4Raiders per raid
Section 1

The basics.

1.1
No RDM. Do not kill players without a valid roleplay reason.
1.2
No prop deathmatch. Do not use props to intentionally kill, trap, or injure players.
1.3
No harassment, hate speech, racism, or discrimination of any kind.
1.4
No spamming in voice or text chat. This includes mic spam, chat flood, and prop spam.
1.5
No exploiting bugs or glitches. Report them to staff instead.
1.6
No metagaming. Do not use out-of-character information for in-character decisions.
1.7
Respect all players and staff. Staff decisions are final.
1.8
No advertising other servers or communities.
1.9
AFK players are demoted automatically after 60 minutes of inactivity.
Section 2

Stay in character.

2.1
NLR (New Life Rule). After dying, you forget everything from your previous life. Do not return to the area of your death for 3 minutes.
2.2
Do not break character in public. Use /g for out-of-character messages.
2.3
Pickpocketing has a 2-minute cooldown. Do not target the same player repeatedly.
2.4
No chain-kidnapping. Wait at least 30 minutes before kidnapping the same player again.
2.5
Mugging has a 5-minute cooldown, and you cannot mug the same player again for 30 minutes. Do not repeatedly target the same player.
2.6
Weed is legal. Meth is illegal. Possession, manufacture, and dealing are all arrestable offenses.
Section 3

Build fair.

3.1
Base must be accessible. No jumping, crouching, or spawning props required to enter.
3.2
At least one working entrance. You may block excess entry points.
3.3
Maximum 3 fading doors. Emergency exits and vendor windows don't count toward the limit.
3.4
Own the door. You must own the main map door of any property you build on or in.
3.5
Reasonable placement in public areas. No building in the middle of streets or taking up excess space.
3.6
Entrance must be easily identifiable. Not blending in with walls.
3.7
Cannot block ATMs or job objective points.
3.8
No disorienting bases. No transparent or bright/dark materials with the intent to confuse, and no excess false doors.
3.9
No exploitative shooting angles where you can see raiders but they cannot see you.
3.10
No movement traps. Your base must not impact player movement or cause players to get stuck.
3.11
KOS areas are allowed on your property, but must be clearly indicated and cannot extend beyond your property.
3.12
No printers in unfinished bases. No money printers or other valuables inside until the base is fully constructed and raidable.
3.13
Tunnels must fit 3 people between fading doors and be two people wide.
3.14
Shoot-box and vendor-window fading doors must stay open at least 10 seconds per cycle.
3.15
Fair playBases designed to give raiders no fighting chance will be terminated. Examples: one-bullet kill funnels, vision asymmetries with no counter-angle, doors that close in under a second, gun rooms with no entrance. Builders get 10 minutes to rebuild compliantly after a staff determination.
Section 4

Raid clean.

4.1
Raids announce themselves. Using a lockpick on a door automatically declares the raid.
4.2
Raids last 10 minutes maximum. Complete the job or leave the base within that time.
4.3
20-minute cooldown before raiding the same base again after a raid ends.
4.4
A failed raid still counts. If you die, retreat, or run out the clock, you're locked out of that target for 20 minutes. Pick a new target or wait it out.
4.5
Only Gangsters and Thieves can raid.
4.6
No raiding construction sites. Leave bases alone while they're clearly being built or displaying a building sign.
4.7
Medics stay out. No raiding, no healing, no reviving. Stay clear of any active raid zone.
4.8
Leave when it's over. The 20-minute cooldown blocks re-raiding; loitering at the property to harass or camp the owner is also off-limits.
4.9
Raiding the KingAny player or group may collaborate to raid the King, regardless of gang membership. The throne is fair game for the whole server.
Section 5

Do your job.

5.1
Police. Follow the law. Do not arrest without cause (no RDA). Do not abuse your badge. Work with AI officers, not against them.
5.2
King. You may set taxes and laws, but they must be reasonable.
  • Laws cannot target individual players. No KOS or arrest laws against named players, and no banning trivial behaviors like dancing, sitting, jaywalking, smoking, or drinking.
  • The King may not gang or ally with criminal jobs (Thief, Gangster, Murderer, Hitman, Black Market Dealer).
  • The King may only base with government jobs (Police, Royal Guard, Firefighter). Criminal and civilian jobs are not allowed inside the King's base.
  • Anyone actively defending the King, whether engaging hostile parties on the King's behalf or wielding a weapon at close range while the King is under attack, may be killed by anyone, regardless of their job.
5.3
Royal Guard. Protect the King at all times. Do not freelance or leave the King unguarded.
5.4
Hitman. You must receive a hit via /hit before killing someone. Hitmen may lockpick into the home of an active target only. This does not declare a raid: entry is solely to fulfill the contract, and you may not steal or take property.
5.5
Murderer. Outside Bloodthirst you cannot harm anyone. Once Bloodthirst surfaces you may kill anyone, but only killing your current Mark of Death pays the bonus. Collateral kills end the cycle without a payout. You are KOS to everyone, so use your disguise wisely.
5.6
DJ. Play music via the boombox. No ear-rape or excessively loud and offensive content.
5.7
Government jobs. Police, King, Royal Guard, and Firefighter may not engage in criminal activity. Printers are allowed.
5.8
Gun Dealer / Black Market Dealer. Must have a shop open to the public with items for sale before running money printers.
5.9
All other jobs. Non-government jobs are free to own money printers and engage in criminal activity at their own risk.
Section 6

Run your crew.

6.1
Maximum 8 members per gang.
6.2
Maximum 4 raiders at a time per raid, across your gang or any allied group. Extras hang back or wait it out.
6.3
No teaming with rival gangs to bypass raid or combat limits.
6.4
One raid per target at a time. Wait until the current raid finishes before declaring your own against the same base.
6.5
Gang members only. Non-gang players cannot tag in to assist a raid. Exception: King raids, see 4.9.

Rules are subject to change. Staff reserve the right to use discretion in situations not covered here.